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UE4 already runs on Android and iOS, so it already is compiled to run on ARM.
Perhaps you're talking specifically about UWP-on-ARM? The main constraint there is UWP, not ARM.

Separately, I actually agree with Tim -- it seems pretty clear that Microsoft's end goal is to try to create a closed store, similar to Google Play Store, for Windows apps, and thus extract a pound of flesh from each app developer.

UWP can be run on other store too just like APK. And it is more console like to prevent piracy.. If u agree Android is a free platform, then UWP is a free platform plus security check. If y disagree MS, then u may also boycott Apple(OSX (MAC OX)/iOS) app. It is
conflict to work for ios but not UWP.

BTW IMO, if u agree Open will be good for human's future, then the decision may rely on Engine user but not the Engine provider. User may also have the right to decide go on UWP or not but not defined "doing close thing" by Epic.

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From the looks of my Xbox Device Portal backend , I am able to deploy applications remotely to my device from my pc.
[MENTION=1455]DaveVoyles[/MENTION] The only issue that I'm having now is getting the engine properly built to get all this tested. I usually never have an issue building the engine from source. I forked it through github, then ran the setup to install the dependencies (which finished successfully) and then I generated the project files. The build was going well until it encountered some sort of issue with the output below:

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There are two partitions on Xbox One. An Exclusive one, typically reserved for AAA engines so that they can make use of most of the system's resources, and a second partition which is reserved for UWP apps.

In the past, I believe UE4 ran on the exclusive partition. Because you are running this as a UWP, it will likely run under the shared partition.

*Update 1*
As the repository is private I cannot raise an issue on github , I did make a comment on the most recent commit in hopes that I would get some support. You'll find my message below. It is a bit long winded but I wanted to present as clear of a picture of the state of my situation as possible. Here's to hoping that someone sees it.

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Hello [MENTION=494622]jsyarrow[/MENTION] . This commit resolved the silk_common.lib issue that I was having while trying to compile. I am having other issues however, I would be most grateful for any support or direction you may be able to provide.

I have built the engine from the latest branch as uploaded, There are errors and warnings that occur and 1 project fails to build as per the paste-bins below:

Despite the errors, I am able to run the editor and create a blank blueprint project. In this simple test project, I tried cooking for Windows but the build part of the process fails. This is while I have UWP and Windows set as supported platforms. When trying to package for UWP from the blueprint project I get a message saying that I can't build DebugGame from the editor and that I should try building through the IDE. So I create a new C++ class and get my VS solution setup.

From the IDE I am able to regularly build the Win64 version of DebugGame and it runs. However, when I attempt to deploy a UWP32 or UWP64 version I get the following output:

I have tested general UWP build functionality both as a regular application in Windows and as one running on my Xbox One in dev mode. In both instances, there were no issues.

I thought perhaps that my Windows10 SDK may be out of date so I updated it and re-generated the UE4 Project files. I then performed a full clean and rebuild to no avail. My user account has full admin rights and I am running VS using "Run as administrator", I also have visual Studio 2015 Update 3 installed. When building other branches of UE4 from github source I do not encounter any such issues.

Am I perhaps missing an SDK or dependency or a step in the setup process ? Or is there a workflow that I am unaware of ?

Apologies for the long winded message. I am not able to raise an issue on a private repository and there doesn't seem to be anywhere else I can get support. I would be most appreciative of any assistance you may be able to lend me.